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First, Thawmus tries to disarm the booby-trap, but inadvertently cuts the red wire instead of the yellow wire. (In other words, I rolled a 1 for him and a 7 for the trap.) The resultant explosion opens the way to the underground chamber, but Thawmus is atomised.
Then an orgy of backstabbing and betrayal strikes!!!! Melkhor is blasted down by an unknown assaliant. As he dies, Melkhor transformers into a Skrull!!!! He wasn't a droid after all!!!! Who would have expected it??
Finally, Space Jawa is also secrectly done away with.
Only two of the group remain alive--with four rounds to go. Cooperation is now essential if you're going to reach the treasure alive.
JackAssterson
Nirf Hirter, Human with a blaster and a sweater vest
You enter the the large underground chamber. But outside, a trio of insane Junkion transformer robots rise up out of the rubble to attack. They enter the chamber right behind you and a battle ensues.
To fight the robots effectively, you must also deduce where the weak points on their bodies are. This requires 17 Combat points and 15 Science points.
Keep in mind that one person cannot find the treasure alone, so you can't afford to have either of you die before the last round, or the game is over.
The only real decision to make this round is whether to spend a Treachery point to guarentee your individual survival. Remember, even if you contribute the correct points, there is now a 35% chance of one of you dying anyways without buying immunity.
But of course, you can take a chance and save your treachery, hoping that your opponent will spend a point. This gives you a slightly better chance of coming out ahead in the last round, when you have to fight each other.
My only question would be what the deal is with our Treachery. Would you just assume neither of us gets chomped during those two rounds?
'Cause if so I don' wanna spend my Treachery.
If you don't spend the Treachery, then there IS a chance of getting killed. That would mean everyone loses, since there has to be at least two of you alive to get to the last round.
If you both mutually agree to spend two more Treachery points (in addition to what you are spending this round), we can jump ahead to the last round.
Alternatively, you can take a chance on surviving one or more rounds without spending Treachery, in order to make your odds of winning the game better. In this case, we play through the last few rounds normally.
Alternatively, you can take a chance on surviving one or more rounds without spending Treachery, in order to make your odds of winning the game better. In this case, we play through the last few rounds normally.
Descending deeper into the underground chamber, you soon encounter an insane computer named HAL 9000. It begins to drain the air from the chamber. Only 10 Tech points and 15 Science points will allow you to deactivate HAL before he destroys you.
Once again, your decision is to use a Treachery point to guarentee your survival, or save it for the last round and take the 35% chance of getting killed.